uniform mat4 u_matMVP;
attribute vec2 a_uv;
attribute vec3 a_posL;
attribute vec4 a_color;
varying vec2 v_uv;
varying vec4 v_color;

void main()
{
	vec4 pos = vec4(a_posL, 1.0);
	gl_Position = u_matMVP * pos;
	v_color = a_color;
	v_uv = a_uv;
}